English edition v1.3.3

#This Expansion's Own Mechanics (擴張機制)

Contents

A collection of extended interpretations of the core rules. It defines, in an integrated way, the new categories, exception handling, and balance principles that this expansion introduces. It does not violate core 03-04 Energy and Breath·03-05 Wounds and Defeat·03-06 Combat Flow·03-07 Maneuver System.

Principle of Use: When introducing this expansion's own rules, the topmost authority is the core. This expansion only adds its own categories and exceptions on top of the core. The lowest-level exception handling makes it clear on the spot that it is an exception.


#§1. Energy-Dispersal Structure (活力分散構造)

#Scent

The core's one-breath limit of 5 is absolute. However, there exist actions that inherently cannot be finished in one breath, such as compound rituals, Tatsujin secret arts, and high-rank spells. These split into a preparation phase and an activation phase, and they are divided into two kinds according to the way preparation accumulates.

#Law — Two Dispersal Axes

AxisTime UnitKeywordForced Activation in One Round
Breath Dispersalseveral breaths within the same round(Prep)possible (no penalty)
Round Dispersalseveral rounds(Disperse)automatic exhaustion

(Prep): spend Energy split across several breaths within the same round. The start and the end do not fit within one breath, and attempting both preparation and activation in the same breath is treated as an action whose beat has collapsed. If Energy is sufficient, one action can be completed within one round.

(Disperse): an action that requires physical time across several rounds. To force completion within one round, exhaustion is triggered automatically (see §2 Exhaustion). As the price of compressing time, the sorcerer's or caster's mind breaks.

#Law — The Nature of the Preparation Phase = [Stance]

The preparation phase is treated as a [Stance]. The core 03-07 §Stance rules apply as is:

Restriction·AllowanceContent
Stance slotonly one maintained at a time. No parallel use of another [Stance].
Relocationno zone relocation while in a preparation stance.
[Kata] parallel useallowed. A [Kata]·technique that uses one breath can be used even while maintaining a preparation stance (one hand forms the mudra, the other holds the blade).
Stance-release effectspreparation is lost automatically. All of the core's stance-release-inducing effects (Defenseless·yari pinning·some Surprise Attack techniques) act as casting interference.
Hit-focus resistancesee §1.1 Focus Resistance Check.

#§1.1 Focus Resistance Check

Not every hit breaks focus. This expansion sets the following principle.

Trigger: a resistance check is triggered when, while maintaining a preparation stance, you take a hit that meets one of the following conditions.

  • a Critical Hit (the attacker's check is a Critical Hit·Heavenly Mandate)
  • a hit that dealt 2 Wounds or more of damage

A mook's 1-Wound attack does not disrupt focus. Only a lethal-grade hit unravels a preparation stance.

Check formula:

2d10 + Physique + Hardiness proficiency >= 10 + breach Wounds
  • breach Wounds: the Wounds value this attack actually reduced.
  • Critical Hit 2-Wound hit → Target Number 11
  • 3-Wound lethal hit → Target Number 13
  • 5-Wound ultimate hit → Target Number 15

Success: the preparation stance is maintained. The spell·ritual continues.

Failure: all preparation Energy is lost. The effect does not activate. The slot·resource is treated as spent (no refund).

Hardiness proficiency recommended: a PC who often uses spells with long preparation times effectively requires Hardiness Trained (2 points) or Licensed (3 points). With Physique +2 or higher, the base attribute can compensate.

#Law — Notation Convention

Energy-cost notation:

NotationMeaningTimeForced 1 round
Ninstant1 breath
N+M (Prep)breath dispersal (2 breaths)1 roundpossible
N+M+K (Prep)breath dispersal (3 breaths, long procedure)1 roundpossible
N+M (Disperse)round dispersal2 roundsautomatic exhaustion
N+M+K (Disperse)round dispersal (3 rounds)3 roundsautomatic exhaustion
N+M (Prep) +K (Disperse)mixed (1 round 2-breath preparation + next-round activation)2 roundsautomatic exhaustion

Convention:

  • The last number is the activation Energy. The numbers before it are the distribution of the preparation phase.
  • The sum of the numbers is the total Energy cost.
  • The ongoing cost of a sustained effect is described in the effect body, not the notation. The notation indicates only the casting cost.

#Law — Preparation Cancellation

By the PC's free will, preparation can be cancelled at the start of the next breath/round. No Energy refund — Energy already spent does not return. The stance slot is released.

#Application Cases

  • 35 spells 3-dan and above: a per-dan base Energy scale + per-spell fine-tuning (ex2-35-01, ex2-35-02)
  • 30-08 variant C cinematic combat: when 1 round = a 5-minute cinematic depiction, natural dispersal is possible
  • This expansion's large ritual secret arts: Barrier formation, medium rituals, etc.

#Core Compatibility

The core's stance maneuver sustains indefinitely after declaring 1 Energy. The preparation stance of this §Energy Dispersal has finite duration (until activation or until cancellation). The two systems share a slot — no other stance is possible while preparing a spell.


#§2. Exhaustion (脫盡) State

#Scent

The core's Energy 0 recovers automatically at the lull phase (maximum at the next round). However, when using some of this expansion's high-rank effects (Dispersed Casting, overstrained secret arts), a state arises in which recovery does not occur normally.

#Law

Exhaustion trigger conditions:

  • When a (Disperse)-notation spell·secret art is force-completed within one round — automatic exhaustion with no check (§1 Energy-Dispersal Structure)
  • an overstrained one breath (Overload failure)
  • a secret art·Divine Treasure with an explicit "exhaustion" effect

Exhaustion effects:

  • At the start of the next round, Energy = 1 (the maximum-value reset is nullified).
  • From the round after that, normal recovery.
  • stance·reservation both vanish.
  • Defenseless effect auto-applied (1 round immediately after exhaustion).

Removal:

  • automatic removal after 1 round (Energy recovers normally).
  • some effects can remove it immediately (e.g., scholar Energy Transfer +5).

#Core Compatibility

It resembles the effect of a core 03-04 §Overload failure ("all remaining Energy this round vanishes + Defenseless"), but this §Exhaustion limits the next round's starting Energy to 1. A heavier penalty.


#§3. Recovery and Energy Aid

#Scent

According to the core 03-04, Energy is an action resource that automatically returns to its maximum at the start of every round. Recovery·treatment·breath-aid effects are handled by dividing them, according to the nature of the effect, into Wounds recovery, Energy aid, and Energy Transfer.

#Law — Classification Principle

This expansion's recovery·resource-aid effects belong to one of the following three categories:

#Category A: Wounds Recovery (戰力回復)

  • Target: effects of the injury-treatment school of thought, such as Medicine·Herbalism·Survival.
  • Handling: Wounds +N recovery (external·internal wound treatment).
  • Core compatibility: recovery of the Wounds score in the core 03-05 §Wounds.
  • Cap: up to the person's maximum Wounds. Instant death (Wounds 0) requires a separate recovery art (relief type).

#Category B: Energy Aid (活力補助)

  • Target: effects of the temporary action-resource-enhancement school of thought, such as breathing methods·mind methods·Divine Treasures.
  • 3 kinds:
  1. temporary +1 to one breath (1 round only, compatible with the core 03-04 §One-Breath Expansion table)
  2. 0-count extra Energy (after reaching Energy 0, an extra 1 Energy action at 0 count — the last beat)
  3. nullification of an Energy-reduction effect (block 1 time when receiving Energy -N from outside)
  • Core compatibility: a limited·temporary application of the core's one-breath-expansion thinking.

#Category C: Scholar Energy Transfer (Core Domain, Separate)

The scholar Energy Transfer of the core 03-04 §Energy-Cost Handling is a separate category. It can stack with this §Energy Aid.

#This Expansion's Affected Items

LocationCurrent HandlingClassification
19-03 many Medicine secret arts[upkeep] Wounds recoveryexternal-wound treatment
17-06 Herbalism secret arts[upkeep] Wounds recoveryherbal treatment
17-02 Survival secret artssquad Wounds recoveryfield resupply
25-08 Spirit Realm drift cooperationsquad Wounds +1~2squad-unit reinforcement
20-03-03 rapid breathing methodEnergy aid B-1temporary easing of the one-breath limit
20-04 fasting practiceWounds recovery + external-wound recoveryrecovery after practice
20-07 North American Indigenous vision questEnergy aid B-1includes a backlash
35 spell recovery effectsWounds recovery or Energy aidfollows each spell's wording

#Notation Standard

  • external-wound·treatment effects → state "Wounds +N recovery"
  • action-resource-enhancement effects → state "Energy aid B-1/2/3"
  • transfer → state "Energy Transfer" (follows the scholar core rule)

#§4. Stance-Slot Exception Handling (姿勢例外)

#Scent

The core 03-04 specifies "Stance — only 1 maintained at a time." However, some of this expansion's schools (Joseon Sebeop·Joseon Spear Method) introduced "stance slot 2" — this is an explicit exception to the core rule.

#Law — Strict Control

#Exception-Recognition Conditions

A maneuver with stance slot 2 must satisfy all of the following conditions:

  1. Limited to school secret arts·Divine Treasures: introduction via ordinary feats·ordinary weapon effects is forbidden.
  2. Limited to one school: the stance slot 2 effect per PC activates only from a single school. Even if two schools' stance slot 2 overlap, the PC's slots are at most 2.
  3. Imposition of an explicit penalty:
  • while maintaining two stances at once, Energy one breath -1 (limit 5 → 4) — mental dispersion.
  • or Evasion -1 (consciousness dispersed across stances).
  • or relocation -1 Energy added (the burden of reconciling stances).
  1. Explicit statement of a core stance conflict: note "this effect is an explicit exception to the core §Stance only 1 at a time rule."

#This Expansion's Application Cases

SchoolStance-Slot EffectPenalty
10-05 Joseon Sebeop (Swordsmanship secret art)[Stance] 4-stance rotation + 1 added same-skill stance (total 2)while maintaining two stances at once, one-breath limit -1 (5→4)
11-02 Joseon Spear Method (Spearmanship Licensed)the 4-stance rotation is itself effectively 1 stance (rotation). Not a violation of the core 1-stance rule — the above exception conditions do not apply (to prevent misunderstanding).

11-02 actually complies with the core 1-stance rule. It merely rotates 4 stances each round and does not maintain them simultaneously. The explicit exception does not apply.


#§5. Balance Principle for Relocation Maneuvers

#Scent

The core 03-04 §Energy-Cost Reference: walking (adjacent 1 zone) 2 Energy / sprinting 3 Energy / leaping 3 Energy / mounted sprinting 1 Energy. For this expansion's relocation secret arts to be stronger than the core, they must satisfy 1 or more of the following 4 conditions.

#Law — 4 Balance Conditions (pick 1+)

  1. A corresponding secret-art grade: an effect at the core secret-art (4-point Master) stage — the Energy cost can be the core -1 ~ -2.
  2. A separate penalty: next round's action -1 Energy, stance-slot occupation, temporary Energy -2, etc.
  3. A usage limit: state 1 round 1 time·1 combat 1 time·1 session 1 time, etc.
  4. Limited to specific situations: rough terrain·desert·plains·mounted, etc. This is interpreted as a penalty exemption or a limited bonus — no effect in ordinary situations.

#This Expansion's Application Review

SchoolSecret-Art EffectBalance Condition
15-02 Keshik en masse [Kata secret art]Energy 3 / 3-zone relocation + attack +4✓ secret-art grade + plains only + mounted only + 1 combat 1 time (4 of 4 conditions met)
16-01-02 Hobo escape [Kata secret art]Energy 3 / 3-zone relocation✓ secret art + rough terrain only + 1 time per round (3 conditions)
16-01-03 desert escape [Kata secret art]Energy 3 / 5-zone relocation△ desert only + 1 time per round (2 conditions). Additional penalty recommended: after use, next round Energy -2 (fatigue of the desert escape)
16-02-02 Cloud-Wandering Step [Stance Licensed]while in stance, leap +2 floors·relocation +1 zone✓ stance-slot occupation + Energy 1 self-cost (2 conditions)
20-03-01 Daoist Lightness-Skill mind method [practice method]first round relocation +2 zones automatically✓ practice method (presupposes Master 4 points or more) + first-round only + -1 when there is killing intent (3 conditions)

Only 16-01-03 desert escape lacks balance → a penalty addition is recommended (when that item is updated).


#§6. [Technique] Maneuver Type — Core Definition + This Expansion's Usage Guide

#Scent

[Technique] is a maneuver type defined by the core 03-07 Maneuver System — not newly created by this expansion. The core specifies [Technique] as a maneuver tied to weapons·part of armor·consumables (the katana's "horizontal slash"·"thrust"·the great armor's "shoulder block"·smoke-bomb use, etc.). This § organizes this expansion's [Technique] usage guide.

#Law — Core [Technique] Definition (Re-cited)

SourceManeuver TypeExample (Core)
WeaponTechnique (技法)katana "horizontal slash"·"thrust"·"parry-riposte"
Armor (part)Techniquegreat armor "shoulder block"·black garb "concealment"
ConsumableTechniquesmoke-bomb·powder-keg·elixir use
YomaTechniquebestiary 4 slots (attack A·B·defense·Licensed)
SquadTechniquesquad command (Tactic:Stance) — a separate classification from [Technique]

The core's 6 maneuver types (per core [03-07]): [Kata]·[Stance]·[upkeep]·[aptitude]·[Tactic:Stance]·[Technique].

#Law — This Expansion's [Technique] Usage Principle

This expansion follows the core [Technique] definition as is. This expansion's [Technique] use is limited to the following categories:

  1. Weapon-tied maneuvers — licensed techniques / masterwork techniques of this expansion's masterwork·divine-item·school-exclusive weapons.
  2. Armor-tied maneuvers — effects tied to this expansion's divine-item armor (e.g., the Aegis shield).
  3. Consumable-tied maneuvers — this expansion's consumable (40-01) use actions.
  4. School secret arts (conditional) — secret arts tied to that school's weapon license (corresponding to the rank of a core licensed technique).

#This Expansion's Application Cases (Confirming Conformity with the Core Definition)

LocationClassificationConformity with the Core Definition
10-07 Zornhau [Technique] (Liechtenauer secret art)a licensed technique tied to the two-handed sword✓ conforms (weapon-tied)
11-03 Ma Family Spear, Pear-Blossom Single Point [Technique]a licensed technique tied to the yari✓ conforms
40-04 12 school-exclusive equipment [Technique]tied to masterwork weapons✓ conforms
45 divine items 47 points [Technique]tied to Divine Treasure weapons·armor✓ conforms
03-01 combo strike [Technique] (ordinary feat)weapon Licensed+ acquired + same-weapon use specified✓ conforms (weapon-tie specified)
01-01 esoteric monk 3-dan vajra rapid strikes [Technique]tied to the vajra✓ conforms
01-02 fiend 1-dan sky-walking [Kata]no weapon tie✓ conforms
01-01 scholar 3-dan mountain maneuver [Kata]no weapon tie✓ conforms

#Core Compatibility

[Technique] follows the core [03-07] definition. This § is for clarifying this expansion's usage. For a maneuver with no weapon·armor·consumable tie, [Kata] use is recommended.


#§7. 0-Energy [Kata] Maneuver 2-per-Round Cap (Core Application)

#Scent

The core 03-04 §Rule 3 specifies "a 0-Energy [Kata] maneuver has an automatic cap of 2 per round." Some of this expansion's schools·minor items did not specify this — this § specifies it collectively.

#Law — This Expansion's Application Items

LocationEffectCore §Rule 3 Application
10-01 Wudang Sword, Taiji Sword Dance [Stance Licensed]Energy 0 on a riposte2-per-round cap auto-applied
13-02 Wudang Fist, Taiji Breathing [Stance Licensed]Energy 0 on a ripostesame
40-04-05 Wudang Sword enhancement [Stance]Energy 0 on a ripostesame
40-01 consumable useEnergy 0 (immediate action)2-per-round cap applied (however, since consumable use is the core's explicit 0-Energy exception category, GM discretion — recommended: 2 per round)

#Core Compatibility

It follows the core §Rule 3 as is. This § is for making the application explicit.


#§8. Fiend Recovery Arts — Redefinition as upkeep Maneuver / Relief Type

#Scent

Some of the recovery effects of this expansion's fiend class (01-02) are ambiguous in meaning under the core rules ("corpse ingestion after combat," etc.). These are redefined into two categories.

#Law

#Category A: upkeep Maneuver (Lull Phase)

  • Core compatibility: applies the core 03-06 §Lull upkeep-maneuver rule.
  • Energy 0 (lull upkeep).
  • Effect: a 1-time-only self-buff (Wounds recovery or a temporary bonus).

#Category B: Relief Type (Emergency)

  • Emergency activation when conditions are met — a critical situation such as PC Energy 0 or Wounds 1 or below.
  • Low Energy cost (1~2).
  • 1 combat 1 time.
  • Effect: emergency recovery (Wounds +N, Energy aid B-2 0-count extra 1 Energy, etc.).

#This Expansion's Application

EffectCurrent HandlingLimit
fiend corpse recovery (3-dan)Category A upkeep maneuver — ingest an adjacent enemy corpse in the lull phase and gain self Wounds +11 lull 1 time
fiend nomadic faith (3-dan)Category B relief type (Energy aid B-1) — on reaching Energy 0, next round one-breath limit +1 (5→6)1 combat 1 time

#§9. Qi-Exhaustion (氣盡) State (This Expansion's New Status Effect)

#Scent

If exhaustion (脫盡) is a desperate state of losing a whole breath, qi-exhaustion (氣盡) is a subtle state of having lost a beat — the breath is alive, but the beat shrinks by one breath. A state in which, right after a massive Medicine·a violent secret art, a warrior briefly cannot find their own beat.

#Law

Qi-exhaustion trigger conditions:

  • a secret art·Divine Treasure·treatment with an explicit "qi-exhaustion for N rounds" effect
  • a side effect of some Medicine·Herbalism·Survival secret arts (the price of external-wound recovery)
  • forcing some [upkeep] maneuvers (when used outside the lull phase)

Qi-exhaustion effects:

  • one-breath limit -1 (5 → 4) maintained for 1 combat or the specified rounds.
  • a holder of Speed Master (one breath +2) also takes the same -1 (7 → 6).
  • one-breath-expansion effects stack normally.
  • stance·reservation are maintained normally.

Removal:

  • automatic removal at the end of the specified period.
  • can be pre-blocked by a "qi-exhaustion immunity" or "qi-exhaustion exemption" effect.
  • immediate removal by some recovery arts (accompanied by Wounds +N).

#Distinguishing Exhaustion vs Qi-Exhaustion

StateEffectTrigger Cause
Exhaustion (脫盡)next round Energy = 1 (recovery nullified) + Defenseless 1 roundEnergy shortfall in Dispersed Casting / Overload failure / explicit effect
Qi-Exhaustion (氣盡)one-breath limit -1 (normal recovery still happens)the side effect of forcing Medicine·Herbalism / the after-effect of a secret art

Exhaustion is heavier. Qi-exhaustion is a living penalty.

#This Expansion's Application Cases

LocationEffectQi-Exhaustion Handling
19-03 surgeryWounds +2 + qi-exhaustion immunitystates this §'s qi-exhaustion-immunity effect
19-03 first aid (if any)Wounds +1 / 1 round qi-exhaustionthe price of external-wound recovery
20-03-03 rapid breathing method, after 4 roundsone-breath limit -1a qi-exhaustion-equivalent effect — "qi-exhaustion 1 combat" notation recommended

#§10. Balance of Attack-Bonus Limiting Conditions (攻擊補助限定均衡)

#Scent

The core's ordinary attack is a weapon + skill check. A bonus of attack +5 or more appears in this expansion on some secret arts·Divine Treasures — this must be paired with a limiting condition. An unconditional +5 or more breaks core balance.

#Law — Limiting Conditions (satisfy 2+)

Attack +5 or more must simultaneously satisfy 2 or more of the following limiting conditions:

  1. Stance·waiting accumulation: activate after maintaining a stance for N rounds, or [Kata] secret art + stance accumulation.
  2. A designated target: pre-designated·lifelong target·ritual target, etc.
  3. User Energy -N: a +5 bonus is Energy -1, +6 is -2~-3, +7 is -3 or more (the PC's own burden).
  4. Accompanying instant-death check: attack +5 or more accompanies an instant-death check (compatible with the core §Critical-Hit instant-death rule).
  5. Cause·environment limited: a restricted situation such as night·concealment·mounted·rough terrain·plains.
  6. Critical-Hit-accompanied limit: the bonus activates only on a Critical Hit (8-10).

#Review of This Expansion's +6/+7 Items

LocationBonusLimiting ConditionBalance
11-06 Old Spearman's Sigh [Kata secret art]+6stance 5-round accumulation + Energy 5 + secret-art grade✓ 3 conditions
14-05 Dagger's Devotion [Kata secret art]+6designated target + Energy -3 + instant-death check + secret art✓ 4 conditions
14-07 One Person's End [Kata Divine Treasure]+6lifelong target + instant-death Critical Hit + Divine Treasure grade✓ 3 conditions
40-04-03 Meisterhau enhancement [Kata]+6on Critical Hit [Pierce 4] + [Break] + masterwork grade + stance ([Large +2 stated])✓ 3 conditions
40-04-09 Night-Raid Wind-God en masse enhancement [Kata]+6night·concealment environment + instant-death check + masterwork grade✓ 3 conditions
40-04-10 Dagger's Devotion enhancement [Kata]+7designated target + instant-death check + masterwork grade + secret art (Dagger's Devotion) accumulation✓ 4 conditions

#Core Compatibility

The weapon-bonus table of the core 03-03 Checks and Saves·07 Weapons·Armor is Issue Gear +0 / Fine Work +1 / masterwork +2 / Divine Treasure +3. This §'s attack +5 or more is the result of additional secret-art·environment bonuses accumulating onto the weapon bonus — if the weapon's own bonus is +5 or more, it violates the core. This expansion's masterwork/Divine Treasure weapons abide by their own +2/+3 cap.


#§11. Barrier Wounds Unit (This Expansion's Own Barrier Unit)

#Scent

The core's impromptu Barrier is handled as devotion (Defense +2). The 1st-expansion Domain Barrier uses a domain-unit Barrier HP 100 scale. This expansion's 1-zone·5-zone·1-session·1-week-unit Barriers are objects directly attacked in combat·scenes, so they are run on a Wounds unit.

#Law — Separation of Barrier Units

Barrier TypeUnitSystem
Core Barrier (onmyoji impromptu)round unitcore 03-04 devotion (Defense +2)
This-expansion Barrier (1 zone·5 zones, 1 session·1 week)combat/short-term objectWounds unit (this §)
1st-expansion Domain Barrier (domain·city, campaign-permanent)long-term domain objectBarrier HP 100 scale (separate)

#Law — Barrier Wounds Standard

This expansion's Barriers are objects that can be directly attacked in combat·scenes. Wounds are set according to the Barrier's scale and duration.

Barrier ScaleWoundsCore-Operation Sense
temporary shield·small array1collapses with a single hit
1-zone basic Barrier2Minion-grade durability
1-zone enhanced Barrier·small-scale area Barrier3lower Veteran-grade durability
5-zone Barrier·ritual-sword Barrier4-5a scene's core defensive object
5-zone enhanced Barrier·city 1-zone Barrier6-7Elite-grade durability
city·region 1-week Barrier8lower Lord-grade durability
1st-expansion Domain BarrierBarrier HPa domain·campaign long-term resource

#Law — Barrier Wounds Handling

  • A Barrier is run with the core 03-05 Wounds rule as is. On a hit -1 / on a Critical Hit -2.
  • When Barrier Wounds reach 0, the Barrier collapses (effect ends).
  • The Barrier's own Evasion·Defense = GM discretion (mostly handled as Evasion 0·Defense 10 devotion).

#This Expansion's Application Cases

LocationBarrier ScaleWounds
19-04 shrine Barrier1-zone basic Barrier2
19-04 temple Barrier5-zone Barrier4
19-04 Five-Phase Barrier1-zone enhanced Barrier3
19-04 Name of God5-zone enhanced Barrier7
35-15 Small Guard Array (1-dan)small array1
35-15 Sealing Barrier (3-dan)1-zone basic Barrier2
35-15 5-Zone Barrier (7-dan)5-zone Barrier5
35-15 Four-God Guard Barrier (7-dan)city·region 1-week Barrier8
35-15 Heaven-Earth Great Barrier (9-dan)1st-expansion Domain BarrierBarrier HP
45-06-05 Seven-Star Swordritual-sword Barrier4
45-07-01 Four-Tiger Swordritual-sword Barrier5

#1st-Expansion Compatibility

Only the 35-15-15 9-dan Heaven-Earth Great Barrier is directly compatible with the 1st-expansion Domain Barrier HP 100 system. This expansion's Barriers operate on a Wounds unit in both the core and the 1st expansion (the 1st-expansion Domain Barrier is run separately).


#§12. Morale·Madness·Cohesion Policy (Core = Cohesion Only)

#Scent

The core defines only Cohesion (squad Cohesion). Morale·madness·Fear are defined only in the 1st-expansion domain unit or in this expansion's variant modules. This § sets which system this expansion's many items' "morale ±N" notation corresponds to.

#Law

Campaign ToneThis Expansion's "Morale ±N" Interpretation
Core alonesquad Cohesion ±N (06-units core definition)
1st-expansion campaigndomain morale ±N (1st 01-06 definition)
Using 30-03 variant Athis expansion's squad morale ±N (0~10 scale)
Using 30-03 variant Bthis expansion's individual morale/madness ±N (0~5 scale)

#Law — Madness·Trauma Handling

Madness·trauma depend on the 30-10 grimdark option or 30-03 variant B. In campaigns that do not use them, it is GM-discretion narrative handling (no mechanical effect).

#This Expansion's Application Cases

LocationCurrent Handling
18-01·02·03·05squad Cohesion ±N. When using the 1st/30-03, automatically compatible with the morale value
18-03-04 madness Intimidationmadness when using 30-10 or 30-03 variant B. Otherwise GM-discretion narrative
19-03-04 Medicinemadness treatment when using 30-10 or 30-03 variant B. Otherwise GM-discretion narrative
20-02 Fighting Spiritrage·madness rejection when using 30-10 or 30-03 variant B. Otherwise GM-discretion narrative
45-01-08 Curtana"trauma application""trauma when using 30-10 grimdark / outside that, GM discretion"

#§13. Non-Combat Action Maneuver Type (This Expansion's New Creation)

#Scent

This expansion's 16-mobility (many mounted marches·Navigation·Infiltration·Disguise) has effects on a 1-session·1-day·1-week unit, yet its maneuver type is noted as [Kata] (round unit) — a type conflict. This § newly creates the [Non-Combat Action] type to reconcile this.

#Law — Definition

[Non-Combat Action]: applies the core 03-09 Non-Combat Check rule. The Energy cost abstracts advance preparation·stamina expenditure. No round-unit effect, with 1-session·1-day·1-week-unit results quantifiable.

TypeCore/ExpansionDefinition
[Kata]core1-time per round
[Stance]corestance slot 1
[upkeep]corelull phase
[aptitude]corealways on
[Tactic:Stance]coresquad unit
[Technique]core (03-07)tied to weapons·armor·consumables (this §6 usage guide)
[Non-Combat Action]this expansion §13 (new)session·day·week-unit results

#This Expansion's Application Cases

LocationCurrent Handling
16-03-01 express-courier messenger[Non-Combat Action] Energy 4 / 200 ri per 1 day
16-03-02 imperial-decree messenger[Non-Combat Action] Energy 4 / 1 session
16-03-03 enthronement procession[upkeep] Energy 5 / 1 session (ritual maneuver)
16-04-03 treasure-ship operation[Non-Combat Action] Energy 5 / 1 session
16-04-04 New-Continent navigation[Kata] Energy 5 / 1 week[Non-Combat Action] Energy 5 / 1 week
16-05-01 underground intrusion[Kata] Energy 4 / after 1 session[Non-Combat Action] Energy 4 / after 1 session
16-05-03 palace-interior intrusion[Kata] Energy 4 / 1 session[Non-Combat Action] Energy 4 / 1 session
16-05-04 religious-ritual stealth[Kata] Energy 4 / 1 session[Non-Combat Action] Energy 4 / 1 session
16-06-02 status infiltration[Kata] Energy 5 / 1 session[Non-Combat Action] Energy 5 / 1 session
16-06-03 family-name impersonation[Kata] Energy 5 / 1 session[Non-Combat Action] Energy 5 / 1 session

#Core Compatibility

[Non-Combat Action] is an application of the core non-combat-check rule — besides the core's 6 maneuver types ([Kata][Stance][upkeep][aptitude][Tactic:Stance][Technique]), it extends only the length of the time unit. No change to the core rules.


#§14. Mapping of Undefined Concepts to Core Reuse (Core-First Policy)

#Scent

Many of this expansion's maneuvers use concepts with no explicit definition in the core (Infiltration·concealment·Disguise·tracking·mental states, etc.). This § maps them with a core-reuse-first policy.

#Law — Core Reuse Possible (No New Creation Needed)

Undefined ConceptCore Reuse
Infiltration checkcore 04-01 skill — Infiltration = 2d10+Finesse vs enemy Perception (opposed). No new Target Number table needed.
Concealment checksynonymous with core Infiltration — unified.
Disguise checkcore 04-01 Disguise = 2d10+Presence vs Perception (opposed).
Camouflage checksynonymous with core Disguise — unified.
Tracking checkapplication of core 03-09 non-combat + 04-01 Scouting.
Lock/trap disarm Target Numberuse the core 03-09 non-combat Target Number 11-17 table.
Herb-gathering·Scouting·Survival·Geography·Perception Target Numbersame as above.
Military Science·Negotiation·Intimidation·Bribery·Agitation·Deceit Target Numbercore 03-09 non-combat Target Number + 04-01 skill application.
thought-sending·telepathyapplication of 1st-expansion 02-06 heroic-spirit communication is possible (1st-dependent).
separation of sight·hearing·smellcore Perception is a single unit — separation is GM discretion.
hallucination·bleeding·traumadepends on the 30-10 grimdark option or 30-03 variant B.
stun·paralysisapplication of core Defenseless — "Defenseless 1 round" notation.
weapon Break·grapplingapplication of core §Break — for weapon Break·grappling, borrow only the grade matching and the recovery procedure, and write the effect values directly in the body.
% probability expressioncore 2d10 Target Number conversion (Target Number 7 ≈ 30%). This expansion's +30%, etc., is unified into Target Number notation.

#Law — This Expansion's New Creation Needed (Core Reuse Impossible)

Newly created in this §11·12·13·15 (Barrier·morale·madness·non-combat action·Critical Expansion).

#Partial New Creation (This Expansion's Own Table Added)

ConceptNew-Creation Location
Consumable-use procedure40-01 head (Energy 0, 2 per round, immediate effect)
Tool use / alchemy preparation40-02 head (core 03-09 application + own table)
Companion·automaton action40-06 head (application of the core single-foot-soldier squad handling)
Mount (Speed·durability·riding)40-07 head (core Horsemanship + own table)
Multilingual penalty18 head or 50-04 scenario rule (this expansion's own)
Bearing checkstate in 04-character skills that Bearing = Presence application (own definition)
Divine-item devotion·blessing·Cursestate dependence on 1st 99-02 (1st-campaign only)

#§15. Critical Expansion + Fumble Prevention (This Expansion 2 Only)

#Scent

The core's Critical Hit (会心) = 2d10 double + success (10% auto-trigger). The core's Fumble (失着) = double + failure (10% auto-trigger). This expansion introduces two variants into this system — Critical Expansion and Fumble Prevention — to aid the stability·determinism of some warriors·divine items·secret arts.

#Law — Critical Expansion (会心 擴張)

Definition: even without a double, recognize an adjacent-pip result (a combination where the two dice differ by 1) as a Critical Hit.

  • double: (1,1)·(2,2)·...·(10,10) — 10 kinds
  • adjacent pip: (1,2)·(2,1)·(2,3)·(3,2)·...·(9,10)·(10,9) — 18 kinds
  • auto-probability when Critical Expansion is active: 28/100 (28%) (double + adjacent pip)

Restrictions:

  • 1-step only. 2-step expansion (recognizing ±2 adjacency) is forbidden.
  • This expansion 2 only — no application to the core·1st.
  • Heavenly Mandate (10-10) recognizes only a double (adjacent pips 9-10·10-9 are Critical Hits but not Heavenly Mandate).

#Law — Fumble Prevention (失着 防止)

Definition: aid for a stable attempt. Mitigation of Fumble risk.

Effect:

  • an ordinary double failure (Fumble) → downgraded to an ordinary failure (no Defenseless)
  • Karmic Retribution (a 1-1 double failure) → handled as a Fumble (Defenseless)
  • Result: Fumble risk 1/100 (1-1 only) — downgraded from the core's 10/100

Restrictions:

  • This expansion 2 only.
  • Can stack with Critical Expansion (Critical Expansion 28% + Fumble 1%).

#This Expansion's Application

LocationEffect Notation
11-01 Ma Family Spear, precise thrust"Critical Expansion" (thrust only)
12-01 Safavid mental shot"Critical Expansion" (after 1 round of meditation)
12-01 Sipahi breathing [Stance]"Critical Expansion" (while in stance)
10-01 axe-school single-stroke severance"Critical Expansion" (riposte after defense)
10-01 Bongukgeom precise thrust"Critical Expansion" (thrust only)
14-01 Shikari warrior-monk en masse"Critical Expansion" (Surprise Attack)
25-04 Ma Family Spear squad, Pear-Blossom Single Point"Critical Expansion" (squad thrust)
40-03 many masterworks"Critical Expansion"
40-04-09 Fuma-ryu night-raid dagger"instant-death check (Critical Expansion)"

#Core Compatibility

The core's Critical Hit·Fumble rules are unchanged. This § is an additional trigger variant when using this expansion 2 modules. In the 1st expansion·core alone, this §15 is void.

#60-11 Realism-Option Compatibility

The 60-11 #2 "Critical-Hit weakening" house rule is redefined as a Critical-Expansion-abolition option — core Critical Hit (10%) + this §15 Critical-Expansion abolition = core-alone operation.


#§ This Meta's Authority

This §00-05 defines this expansion's own mechanics. It does not change the core rules. When it conflicts with the core, the core takes priority. This expansion's internal modules automatically reference this §.


"On top of the core's breath, one more breath is laid. That one breath is this expansion's place."